Best and Worst class for your opinion in 2024?

To me the best was the monk! It's really perfect comparing what was for examples;

  • Starts with d6 instead of d4 for martial arts.
  • No need to take normal attack to use bonus action attack or flurry of blows! (a very huge upgrade)
  • Deflect attacks now any physical attack either if melee or ranged which is super flavorful and at higher level you can do with energy attacks too!
  • Uncanny metabolism also fix a few problem like you can burn up ki/focus points now and regain them easily.

The worst? well the ranger!

Even if there are clear upgrades still i feel its lackluster with a no good identity or exclusive ceature/speciality!

  • Depending too much on Hunter's mark!
  • Hunter's mark still takes your concentration and by that clash with other cocnentration spells which reduce tactical thinking and you just think over more damage.
  • Some of other spells still bad... lightning arrow become even worse... (Hail of thorns now actually good at least but still...)
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u/sekiryu9 — 23 hours ago

Rinnegan act both as a battery and generator! Thats why its a huge powerspike.

Rinnegan stated to posses its own chakra and ocular power which means yin energy. So it increase overall chakra capacity and its strengt!

You not charge up rinnegan its charging by itself naturally thats why even from a dead person it possess huge power; obito took from the dead nagato but could implant only 1 cause its power was too big to handle.

And not just rinnegan but every eye/doujutsu do this but rinnegan on a totally different level.

When sasuke evolved his true sharingan he got a major powerspike and stated HIS BODY as fast and strong like he was in the curse mark 1 state! That was llike a 2-3x boost at least. So can see any doujutsu increase chakra and its strength what also logically increase every other stat.

Then sasuke got itachi's eyes and by it the ems. He stated again he feels itachi's ocular power and while he still healed he already was much stronger than in his peak ms state which was again claimed; stronger than curse mark 2 and not even fully awakened his power yet! It was just the overall stats.

So at each "eye" stage the user got a major chakra spike both in quality and quantity.

Back to rinnegan: obito who possessed hashirama cells and a mangekyou sharingan still struggled to implant both rinnegan just shows how rinnegan on a totally different level.
And at the end of day sasuke not just lost a rinnegan but one of his EMS which means he is half as strong as he was in the war arc before got rinnegan!

u/sekiryu9 — 6 days ago

Soft Rework for 5.5E Ranger. Opinion about it?

Level 1:

Weapon Mastery and Spellcasting as normally. Not get Favored Enemy instead Roving and Natural Explorer.

  • Also adding one thing to Roving: not just increase speed and gives swimming-climbing speed but add half of dex modifier rounded down to jump and atheletic checks.
  • Natural Explorer: You can add half of your wisdom modifier rounded down to intelligence checks. (Become better with nature and investigation checks even some arcana, religion and history cause a ranger should be someone who seen many things and contacted with many things. Beside they are very MAD class...)

Making the ranger really agile and support more dex based builds. Also this first level gives them a good identity boost even more reason to dip 1 level into ranger.

Level 2-3-4-5 no changes.

Level 6:

  • Normally here get Roving... Now get Land's Stride: but here either if its magical or not, terrain cannot slow down you. If forced to roll any ability check such as athletic or acrobatic then roll with advantage (for example if the floor is frozen or step in quicksand) and if its plant based then become immune to it either damage or other effects. So its very similar to 2014's version.

Level 7-8 no changes.

Level 9:

  • Not get Expertise instead get "Relentless Hunter" but because has no Hm it will add constitution proficiency instead the og effect. Also this add +2 hit dice what can use normally for short or long rest. (or for any other features if some other class allow it)

Level 10:

  • Tireless: a bit changing. You can give yourself temp hp with a bonus action and now its 1d12 not 1d8. You also can use these charges now to reduce others' exhaustion by 1 in a short rest but only to 1 character per short rest. (the other effects works normally)

Level 11-12 no changes.

Level 13:

  • Get Nature's Veil at this level.

Level 15-16 no changes.

Level 17:

  • Precise Hunter: Now you get advantage on attack rolls if concentrating on any spell.

Level 18-19 no changes.

Level 20:

  • Foe Slayer: Deal extra dmg by your PB on attack rolls and spellcasting both!

Spell Changes:

You dont have anymore HUNTER'S MARK! Yep thats it! I think it cause more problem than resolve... Now you can use any other spell such as ensnaring strike, entangle, fog cloud, buzzing bee, gust of wind, pass without thrace, silence, spike growth, summon beast, conjure animal, elemental weapon, summon fey, wind wall, conjure woodland being, and more importantly swift quiver! Beside they cooperate with Precise Hunter and Relentless Hunter!

  • Cordon Of Arrows: now works with any projectile-like thing such as stones. You can plant them on any surface not just on ground! Also can print creatures who wiill not trigger the trap and now deal half damage on a succeed dex save.
  • Conjure Barrage: damage is 5d12 not 5d8. (from 22,5 avr to 32,5 avr for the reason to keep up some dmg because no more HM)
  • Lightning Arrow: Now works similar way like Magic Missile BUT still roll for attack roll and use bonus action. It will always hit the target and cant miss except if roll 1 and still can roll for critical! Also Deal 5d12 to the target and around the target makes a dex saving throw with 3d12 dmg! (from avr 18 to 32,5 and the AoE from avr 9 to 19,5 aka slightly better than HoS BUT now has an actual garanteed hit what use a weapon attack roll.)
  • Conjure Volley: Scales the same way; deal 8d12 not 8d8. (from avr 36 to avr 52)
  • Steel Wind Strike: Not a ranger exlcusive spell but if would be then increase damage to 8d12! For example its a very bad spell to ranger cause use spell attack also a spell action! If miss then deal NOTHING! So this changes applies only if make into an exlcusive ranger spell and by this has an avr 52 not 33 dmg!

Subclass Edits: (only beast master and hunter)

Beast Master:

  • Restoring/Replacing the Beast: Now on a short rest can either resummon or change a new one not just with long rest! Also after its death you can resurrect with a level 1 or higher spell slot but no need to touch the beast.
  • The Best in Combat: Now as a free action you can use its movement, action and bonus action if has any! This helps for action economy for dual wield and BA spells BESIDE if casted on yourself haste then they could not attack twice if follow strictly the rules!
  • Increased Beast Size: The land and Sea Beasts become large so can use them as mount. The sky remain Small until level 11. (not sure how strong flying... i mean dm usually just can bring up some flying enemies and ranged attacks anytime! If its too "strong" then put this on level 15)
  • And instead of Bestial Fury I switching it with Share Spells! I think its better for fun than attack + X times... also this triggers always even if not the ranger casted the spell but an ally.

Hunter:

  • Hunter's Lore: now work with bonus action.
  • Defensive Tactics: Escape the Horde now let you to bypass on opportunity attacks. Cause im sure Multiattack Defense much more stronger than this!
  • Superior Hunter's Prey: pick a second Hunter's Prey.
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u/sekiryu9 — 8 days ago

Soft Rework for 2.5E Ranger

5.5E****

Level 1:

Weapon Mastery and Spellcasting as normally. Not get Favored Enemy instead Roving and Natural Explorer.

  • Also adding one thing to Roving: not just increase speed and gives swimming-climbing speed but add half of dex modifier rounded down to jump and atheletic checks.
  • Natural Explorer: You can add your half of wisdom modifier rounded down to intelligence checks. (be better with nature and investigation checks even some arcana religion and history cause a ranger should be someone who seen many things and contacted with many things beside they are very MAD class...)

Making the ranger really agile and support more dex based pcs. Also this first level gives them a good identity boost even more reason to dip 1 level.

Level 2:

Fighting Style and Deft Explorer.

Level 3-4-5 not changes

Level 6:

  • Normally here get Roving... Now get Land's Stride: but here either if its magical or not terrain cannot slow down you. If its slippery then roll in advantage, if its plant based then become immune to it either damage or other effects. So its near identical with 2014's version but not matters if its magical or not.

Level 7-8 not changes

Level 9:

  • Not get Expertise instead get Relentless Hunter in a way now its add constitution proficiency. Also this add +2 hit dice what can use normally for short or long rest. (or with other features if some other classes allow it)

Level 10:

  • Tireless: a bit changing. You can give yourself temp hp with a bonus action and now its 1d12 not 1d8. You also can use these charges now to reduce others' exhaustion by 1 in a short rest but only to 1 character per short rest. (the other feature works normally)

Level 11-12 not changes

Level 13:

  • Get Nature's Veil and not at level 14.

Level 15-16 not changes

Level 17:

  • Precise Hunter: Now you get advantage on attack rolls if concentrating on any spell.

Level 18-19 not changes

Level 20:

  • Foe Slayer: Deal extra dmg by your PB on attack rolls and spellcasting both!

Spell Changes:

You dont have anymore HUNTER'S MARK! Yep thats it! I think it cause more problem than resolve... Now you can use any other spell such as ensnaring strike, entangle, fog cloud, buzzing bee, gust of wind, pass without thrace, silence, spike growth, summon beast, conjure animal, elemental weapon, summon fey, wind wall, conjure woodland being, and more importantly swift quiver! Beside they cooperate with Precise Hunter and RElentless Hunter!

  • Cordon Of Arrows: now works with any projectile like thing such as stones. You also can plant them on any surface! You also can print creatures whose will not activate the trap and now deal half damage on a succeed dex save.
  • Conjure Barrage: damage is 5d12 not 5d8. (from 22,5 avr to 32,5 avr for the reason cause no more HM!)
  • Lightning Arrow: Now works similar way like Magic Missile BUT still roll for attack roll and use bonus action. It will always hit the target and cant miss except if roll 1 and still can roll for critical! Also now Deal 5d12 to the target and around the target makes a dex saving throw with 3d12 dmg! (from avr 18 to 32,5 also the AoE from avr 9 to 19,5 aka slightly better than HoS BUT now has an actual garanteed hit)
  • Conjure Volley: Scales the same; deal 8d12 not 8d8. (from avr 36 to avr 52)
  • Steel Wind Strike: Not a ranger exlcusive spell but if would then increase damage to 8d12! For example its a very bad spell to ranger cause use spell attack also spell action! If miss then deal NOTHING! So this only if make into an exlcusive ranger spell and has an avr 52 not 33!

Subclass Edits:

Beast Master:

  • Restoring/Replacing the Beast: Now after a short rest can either re-summon not just with long rest! Also after its death you can resurrect with a level 1 or higher spell slot but no need to touch it.
  • The Best in Combat: Now as a free action you can use its movement, action and bonus action if has any! This helps for action economy for dual wield and BA spells BESIDE if casted on yourself haste then they could not attack twice if follow strictly the rules!
  • Increased Beast Size: The land and Sea Beasts now large so can use them as mount. The sky remain Small until level 11. (not sure how strong flying... i mean dm usually just can bring up some flying enemies and ranged attacks anytime! If its too "strong" then put on level 15)
  • And instead of Bestial Fury I switching it with Share Spells! I think its better for fun than attack + X times... Also change how any spell what the ranger willingly accepted now shares with the Beast but the turns halved or shared between them. (the ranger decide how to share)

Hunter:

  • Hunter's Lore: now work with bonus action.
  • Defensive Tactics: Escape the Horde now let you to bypass on opportunity attacks. Cause im sure Multiattack Defense much more stronger than this!
  • Superior Hunter's Prey: pick a second Hunter's Prey.
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u/sekiryu9 — 10 days ago

Why here in dnd subs people act like ranger has nothing problem and perfectly super-versatile-cool etc? Litereally why blowjob the creators for their sht work?

Like sure ranger is not unplayable but it has major problems both in 5e and 5,5e!

Usually horrible synergy with spells and the dependency of hunter's mark what 5,5e even made much sharper line!

For example lightning arrow totally useless cause just deal way less damage than hail of thorns;
LA 4d8 to main target and 2d8 around the target which is 18 and 9 avr dmg.
HoS at same level weapon dmg+hunter's mark + 3d10 to the target and around the target which is 30 avr dmg! if used any +1 or +3 weapon then its more...

Then have barkskin which was improved for sure but when the ranger get this spell then either dont need nor any other companions!
17ac but at level 5 already have at least 4 modifier and +1 armor and even if has no +1 armor still studded leather with 4 dex is 16ac! keep in mind juggling weapons now a thing so can easly juggling back shields so even reach 18ac! And if use medium armor then its already over at level 1!

Sure the damage actually good especially on lower levels in fact deal more damage than the other class before level 11 and then just starts to be more equal but then at higher level totally get backed...
Even so the class has no any good identity or mechanic beside you are a blaster now!

Beside there are too much concentration spells which totally ban 2-3 features cause cant use hunter's mark in same time so either use any tactical and or mid spells or cast hm in the 30th times...

There are a lot of useful spells for sure but usually anyone else can do what you can but better! For example may a ranger know what a cleric a wizard and druid can do but not as good as they are and when there is chance to fail then who should cast those spells? that guy who can do +10 other tricks or that guy who can cast that specific spell with a garanteed success?
So a ranger really downplayed if any other caster is there on the table.

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u/sekiryu9 — 10 days ago

Any reason to use lightning arrow over hail of thorns?

If im correct:

Hail of thorns deal weapon damage and add other bonuses like normally beside deal a 1d10 per spell level AoE damage.

Other hand Lightning arrow deal only 4d8 damage to the target and a 2d8 AoE damage around the target!

3rd level HoS avr 16,5 + 1d8(longbow)+5(dex)+1d6(HM) = 29,5

LA avr is 18

Am I missing something?

Im also searched up about resistances:

Piercing: 0 immunities, 34 resistances and 1 vulnerabile so its an okey damage type.

Lightning: 19 immunity, 38 resistance, 0 vulnerable!

so lightning much worse damage type than piercing...

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u/sekiryu9 — 14 days ago
▲ 111 r/BG3Builds

Green Knight/Shaman/Primal Warrior Build! (utilize more barb and druid synergizes)

Not for meta but maybe it's good enough even for that. The point is a strong WIS/CHA based character that reflects a ton of damage back at melee attackers. It also use necro damage which fits the theme better than radiant (while you can just flavor the radiant as burning from the acid and necro).

STR is the dump stat! DEX isn't needed either just a little. CON can before the amulet can be 14.

8 Wildheart Barbarian / 2 Fighter / 2 Spore Druid.

Barbarian gives 2 attacks, advantage on DEX saves, +3m movement, +3 initiative, and immunity to surprise. Eagle Heart lets you Dash as a bonus action. Stallion animal Aspect gives temp HP equal to twice your Barb levels when you Dash. So this gives endless temp HP charges.
You also get Speak with Animals and Land Stride what ignore difficult terrain and damage from spikes.

For Fighter pick dueling style for +2 dmg with a 1h weapons.

Druid gives utility spells what can use regardless of rage if pre cast such Longstrider and Enhance Leap. Beside can use Charm Person, Animal Friendship, Goodberry outside of combat.
The most important to get Shillelagh cantrip which lets you attack with WIS using clubs/staves. Guidance also super useful rather than any offensive canatrip!

Items:

Ironwood club and ironvine shield - act 2:
When use shilellagh cantrip then the club deal 1d8+1d4 dmg and the shield will reflect back piercing dmg equal to wis modifier againt melee attacks!

Fleshmelter cloak - act 2:
Reflect back 1d4 acid dmg against melee.

Bonespike garb and horns of berserker - ac 3:
Garb reflect back piercing dmg equal to con modifer against melee and reduce all dmg by 2 beside gives 15 temp hp when raging.
Horns gives +2 attack roll and necro dmg on melee if target has no full hp.

Linebreaker boots - act 2:
If you dash then gives you 3 wrath charges (max 7) by each charge deal equal +dmg with melee attacks.
Alternativly Bonespike boots - act 3 which normally would add +1ac and can jump which possibly prone any enemy! With this high wis its 99% garanteed chance! (which is bad normally cause barb has low spellcasting modif!)

Legacy of the masters - act 3:
Its a medium gauntlet which needs to avoid super high ac by health amulet!
also gives +2 to atk and dmg rolls
Alternativly Fleetfingers - act 1 which after a dash you can jump without bonus action so this helps eagle hearth.

Amulet of greater health - act 3
Adjust your con to 23 and gives advantage on con saves.

Callous glow ring - act 2
Deal +2 radiant dmg to all attack.

Caustic band ring - act 2
Deal +2 acid dmg with weapons.

Strategy:

Before combat cast Shillelagh. Then Rage and start use reckless attack. After that use bonus action Dash for Wrath stacks and free temp HP. (cant recharge temp hp until they gone! but still adds wraths)

The whole build revolves around Bonespike Garb, Fleshmelter Cloak and Ironvine Shield reflecting damage back at melee attackers while damage riders get added on top.

With the health amulet the bonespike reflects 7 piercing dmg.
Fleshmelter reflects 1d4 acid.
Ironvine reflects 5 piercing (reflects the wis modif).
Callous Glow Ring and Horns of the Berserker add extra radiant and necrotic damage to each reflection.

So overall enemies take 25 damage every time they hit you in melee!

Since you using Reckless Attack and have low AC enemies are will target you and will hit you for sure so reflection works most of times.

Some others:

Symbiotic Entity adds +1d6 necro dmg to attacks while Halo of spores deals 1d4 necro as a reaction! (symbiotic doubles the spore dmg!)
Symbiotic extra dmg and doubled spore dmg works as long as you have temp hp but you can use spores anytime even under rage cause not a spell! So after your attacks you can use your reaction to use this!

Your attacks deal around 56 damage per turn and enemies can easily take another 50 damage from reflections so the build close to 100 damage per round before even using Action Surge!

EDIT: edited the text cause said its horrible... sorry english not my first... put in grammar check hopefully now better!

u/sekiryu9 — 17 days ago

Ranger actually a blaster and thats why its bad!

I think the actual problem with ranger how its not being weak but being misunderstand or miscreated!

Actually ranger is a blaster/beast and has a very strong dpt and i think thats the main reason why people dislike it... it has very fair and good dmg but no utility cause the class itself not a striker in concept but a survivor with skills aka aragorn or geralt who survives not by pure endurance but by knowledge of wilderness and dangers!

For example in both 5e and 5,5e the ranger heavily outclass early game anyone else in dpt with the hunter's mark! At level 1-2 already can deal CONSISTENT +2d6 dmg and being the stronger until level 11 and even then the game just starts to be equal!

A fighter has NO advantage over the ranger even with action surge until end games neither paladins.

Even then a figher deal around 30 dmg with action surge its 60 per turn.
For paladin same 30 dmg then can smite to deal 48 dmg per turn.
And then a ranger 28dmg but keep in mind a ranger may dual wield cause benenfit more from hm stacks but even without it the ranger not really used up any resource while both fighter and paladin used up precisious resources as for ranger still can use hail of thorns to deal overall 45dmg!

Also ranger allow to use all bonuses with ranged attacks while paladins dont and most of games between lvl-1 to lvl-13 so most of time rangers are in huge advantage in dpt!

As for end game they also get a strong edge in consistency:
Using hm which gives advantages and cant break now also deal d10 so better to use with dual wield and its deal 64 overall consistent dmg with advantage. Over 5 turns deals 320 dmg.
Vs the fighter with 10 attacks each deal 250dmg but only to 2 turns then 50 so in 5 turns deals 400 dmg.
So there is no much dmg difference at this point.

So why still it feels bad to play?

Cause what i said a ranger totally misrepresented in dnd and become a blaster who out damage every other class up to 11! This is not the ranger what players want!

Problem how the class depending too much on hm cause of dmg and then it discourage you to use any other spell while neither the spells do any snyergy! And i think this 2 main reason why its really bad!
HM do too much dmg and no other spell synergy!

For example barkskin adjust your ac to 17 while you may get it without the spell! 12ac studded leather with +3dex +shield... as for weapon juggling you can switch anytime for your shield at this point beside its level 1 while get the spell at level 5 where already have +4dex so has 16ac without shield and may +1 armor or just take half plate and even at level 1 get 17ac without shield!
As a support spell still bad cause animal companions also all has same ac like normally 15-16...
To other members they just use mage armour and shield spell...
Or lightning arrow which now totally useless! Sounds good but does not trigger any bonus and deal less dmg than hail of thorns on same level what benefits HM and with other bonuses! 18 lightning and 9 in a smaller area vs 28 and 16 to a smaller area!

Sure some other spells really good especially utility but other hand in the party always there who know also such spells or rolls but better...!
So ranger never get its time except when its combat while possibilities is closed to deal lot of dmg and benefits 2/3 of your features!

A solution would be if add exploration more mechanics or ranger would benefits or add passive bonuses to the party itself and would function as a tactical not as a striker!

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u/sekiryu9 — 17 days ago
▲ 17 r/dndnext

Difference between arcane, primal and divine magic?

Is the magic type actually makes difference what spells and magical powers can use?

For example a wizard can learn cure wound with arcane magic or a druid with primal magic the command?

And some other questions:

  1. For cleric its divine magic but for the god who give his power then its arcane magic?

  2. primal magic is different in hell or other planes than on the earth/material plane or its exclusive to material plane? and if so then its means cant use primal magic in other planes?

  3. a warlock get magic by the patron. So if the patron use primal or divine magic then the warllock why not use those but arcane?

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u/sekiryu9 — 21 days ago